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  • Class Design - Space Simulator

    - by Peteyslatts
    I have pretty much taught myself everything I know about programming, so while I know how to teach myself (books, internet and reading API's), I'm finding that there hasn't been a whole lot in the way of good programming. So I have two questions: First the broad one: Does anyone have suggestions as to sources for learning about good programming habits and techniques? I'd prefer it if the resource wasn't a 5000 page tome. The more I can read it in installments the better. More specifically: I am finishing up learning the basics of XNA and I want to create a space simulator to test my knowledge. This isn't a full scale simulator, but just something that covers everything I learned. It's also going to be modular so I can build on it, after I get the basics down. One of the early features I want to implement is AI. And I want to take this into account as I'm designing my classes so I can minimize rewriting code. So my question: How should I design ship classes so that both the player and AI can use them? The only idea I have so far is: Create a ship class that contains stats, models, textures, collision data etc. The player and AI would then have the data for position, rotation, health, etc and would base their status off of the ship stats.

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  • Licensing Theme Music from other games

    - by HS01
    As part of my game, I thought it would be fun to make a hidden level that pays tribute to Mario Bros (one of the earliest games I ever played). It would be themed in that way with 8-bit graphics and question mark blocks and completing the level would say "Thank you but the princess is in another castle" or such. For the sound track, I'm thinking of just overlaying the standard mario theme music by playing it on a virtual keyboard using a different instrument/timing or something. My question is, am I legally safe? I'm not using anyone else's actual music, I'm just playing the same tune in a different way myself. Do I have to get licensing for this?

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  • Beginner C# image loading woes - NullReferenceException

    - by Seth Taddiken
    I keep getting a "NullReferenceExeption was unhandled" with "Object reference not set to an instance of an object." written under it. I have all of the images (png) correct with names and added to references. protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); backGround = Content.Load<Texture2D>("Cracked"); player1.playerBlock = Content.Load<Texture2D>("square"); player2.playerBlock = Content.Load<Texture2D>("square2"); }

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  • JOGL2 test compiles, but doesn't execute - help?

    - by Chuchinyi
    I have a problem with JOGL2. My JOGL2Template.java compiles fine, but executing it results in the following error: D:\java\java\jogl>javac JOGL2Template.java <== compile ok D:\java\java\jogl>java JOGL2Template <== execute error Exception in thread "main" java.lang.ExceptionInInitializerError at javax.media.opengl.GLProfile.<clinit>(GLProfile.java:1176) at JOGL2Template.<init>(JOGL2Template.java:24) at JOGL2Template.main(JOGL2Template.java:57) Caused by: java.lang.SecurityException: no certificate for gluegen-rt.dll in D:\ java\lib\gluegen-rt-natives-windows-i586.jar at com.jogamp.common.util.JarUtil.validateCertificate(JarUtil.java:350) at com.jogamp.common.util.JarUtil.validateCertificates(JarUtil.java:324) at com.jogamp.common.util.cache.TempJarCache.validateCertificates(TempJa rCache.java:328) at com.jogamp.common.util.cache.TempJarCache.bootstrapNativeLib(TempJarC ache.java:283) at com.jogamp.common.os.Platform$3.run(Platform.java:308) at java.security.AccessController.doPrivileged(Native Method) at com.jogamp.common.os.Platform.loadGlueGenRTImpl(Platform.java:298) at com.jogamp.common.os.Platform.<clinit>(Platform.java:207) ... 3 more Here is the JOGL2Template.java source code: import java.awt.Dimension; import java.awt.Frame; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCapabilities; import javax.media.opengl.GLEventListener; import javax.media.opengl.GLProfile; import javax.media.opengl.awt.GLCanvas; import com.jogamp.opengl.util.FPSAnimator; import javax.swing.JFrame; /* * JOGL 2.0 Program Template For AWT applications */ public class JOGL2Template extends JFrame implements GLEventListener { private static final int CANVAS_WIDTH = 640; // Width of the drawable private static final int CANVAS_HEIGHT = 480; // Height of the drawable private static final int FPS = 60; // Animator's target frames per second // Constructor to create profile, caps, drawable, animator, and initialize Frame public JOGL2Template() { // Get the default OpenGL profile that best reflect your running platform. GLProfile glp = GLProfile.getDefault(); // Specifies a set of OpenGL capabilities, based on your profile. GLCapabilities caps = new GLCapabilities(glp); // Allocate a GLDrawable, based on your OpenGL capabilities. GLCanvas canvas = new GLCanvas(caps); canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT)); canvas.addGLEventListener(this); // Create a animator that drives canvas' display() at 60 fps. final FPSAnimator animator = new FPSAnimator(canvas, FPS); addWindowListener(new WindowAdapter() { // For the close button @Override public void windowClosing(WindowEvent e) { // Use a dedicate thread to run the stop() to ensure that the // animator stops before program exits. new Thread() { @Override public void run() { animator.stop(); System.exit(0); } }.start(); } }); add(canvas); pack(); setTitle("OpenGL 2 Test"); setVisible(true); animator.start(); // Start the animator } public static void main(String[] args) { new JOGL2Template(); } @Override public void init(GLAutoDrawable drawable) { // Your OpenGL codes to perform one-time initialization tasks // such as setting up of lights and display lists. } @Override public void display(GLAutoDrawable drawable) { // Your OpenGL graphic rendering codes for each refresh. } @Override public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) { // Your OpenGL codes to set up the view port, projection mode and view volume. } @Override public void dispose(GLAutoDrawable drawable) { // Hardly used. } } Any ideas what might be the cause of these errors?

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  • What is the best way to implement collision detection using Bullet physics engine and a track generated from a curve?

    - by tigrou
    I am developing a small racing game were the track is generated from a curve. As said above, the track is generated, but not infinite. The track of one level could fit with no problem in memory and will contain a reasonably small amount of triangles. For collisions, I would like to use Bullet physics engine and know what is the best way to handle collisions with the track efficiently. NOTE : The track will be stored as a static rigid body (mass = 0). The player will be represented by a sphere shape for collisions. Here is some possibilities i have in mind : Create one rigid body, then, put all triangles of the track (except non collidable stuff) into it. Result : 1 body with many triangles (eg : 30000 triangles) Split the track into several sections (eg: 10 sections). Then, for each section, create a rigid body and put corresponding triangles in it. Result : small amount of bodies with relatively small amount of triangles (eg : 1500 triangles per section). Split the track into many sub-sections (eg : 1200 sections). Here one subsection = very small step when generating the curve. Again for each sub-section, create a body and put triangles in it. Result : many bodies with very small amount of triangles (eg : 20 triangles). Advantage : it could be possible to "extra data" to each of the subsection, that could be used when handling collisions. Same as 2, but only put sections N and N+1 in physics engine (where N = current section where the player is). When player reach section N+1, unload section N and load section N+2 and so on... Issue : harder to implement, problems if the player suddenly "jump" from one section to another (eg : player fly away from section N, and fall on section N + 4 that was underneath : no collision handled, player will fall into void ) Same as 4, but with many sub-sections. Issues : since subsections are very small there will be constantly new bodies added and removed to physics engine at runtime. Possibilities for player to accidently skip some sections and fall into the void are higher than 4.

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  • Designing Videogame Character Parodies [duplicate]

    - by David Dimalanta
    This question already has an answer here: Is it legal to add a cameo appearance of a known video game character in my game? 2 answers Was it okay to make a playable character when making a videogame despite its resemblance? For example, I'm making a 3rd-person action-platform genre and I have to make a character design resembling like Megaman but not exactly the same as him since there is little alternate in color, details, and facial features.

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  • How should I load level data in java?

    - by Matthew G.
    I'm setting up my engine for a certain action/arcade game to have a set of commands that would look something like this. Set landscape to grass Create rocks at ... Create player at X, Y Set goal to "Get to point X Y" Spawn enemy at X, Y I'd then have each object knowing what it has to do, and acting on its own. I've been thinking about how to store this data. External data files could be parsed by a level class, and certain objects can be spawned through that. I could also create a base level class and extend it for each level, but that'd create a large amount of classes. Another idea is to have one level parser class, but have a case for each level. This would be extremely silly and bulky, but I mention it because I found that I did this at 2 AM last night. I'm finally getting why I have to plan out my inheritances, though. RIP project. I might be completely missing another option.

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  • Glitch-free cross-fades in HTML5

    - by Alexander Gladysh
    In my HTML5 canvas game, I need to cross-fade two sprites which have some glow around them. (Glow is backed into sprites.) Initially, the first sprite is visible. During the cross-fade the first sprite should vanish, and be replaced with the second one. How exactly the cross-fade is done — does not matter, as long as it is smooth and there are no visual glitches. I've tried two techniques: During the cross-fade I simultaneously interpolate alpha of the first sprite from 1.0 to 0.0, and alpha of the second sprite — from 0.0 to 1.0. With this technique I can see background in the middle of the cross-fade. That's because both sprites are semi-transparent most of the time. During the cross-fade I first interpolate alpha of the second sprite from 0.0 to 1.0 (first sprite alpha is at 1.0), and then interpolate alpha of the first sprite from 1.0 to 0.0. With this technique background is not seen, but the glow around sprites flashes during the cross-fide — when both sprites are near the full visibility. In non-HTML5 game I'd use shaders to do cross-fade separately in RGB and alpha channels. Is there a trick to do the cross-fade I need in HTML5 without visual glitches?

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  • Creating an interactive grid for a puzzle game

    - by Noupoi
    I am trying to make a slitherlink game, and am not too sure how to approach creating the game, more specifically the grid structure on which the puzzle will be played on. This is what a empty and completed slitherlink grid would look like: The numbers in the squares are sort of clues and the areas between the dots need to be clickable: I would like to create the game in VB .NET. What data structures should I try to use, and would it be beneficial using any frameworks such as XNA?

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  • how can i get rotation vector from matrix4x4 in xna?

    - by mr.Smyle
    i want to get rotation vector from matrix to realize some parent-children system for models. Matrix bonePos = link.Bone.Transform * World; Matrix m = Matrix.CreateTranslation(link.Offset) * Matrix.CreateScale(link.gameObj.Scale.X, link.gameObj.Scale.Y, link.gameObj.Scale.Z) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(link.gameObj.Rotation.Y), MathHelper.ToRadians(link.gameObj.Rotation.X), MathHelper.ToRadians(link.gameObj.Rotation.Z)) //need rotation vector from bone matrix here (now it's global model rotation vector) * Matrix.CreateFromYawPitchRoll(MathHelper.ToRadians(Rotation.Y), MathHelper.ToRadians(Rotation.X), MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(bonePos.Translation); link.gameObj.World = m; where : link - struct with children model settings, like position, rotation etc. And link.Bone - Parent Bone

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • Java: Reflection Packet Builder using getField()

    - by Matchlighter
    So I just finished writing a packet builder that dynamically loads data into a data stream which is then sent out. Each builder operates by finding fields in its class (and its superclasses) that are marked with an @data annotation. Upon finishing the builder, I remembered that getFields() does not return in "any specific order". I quite like my builder because it allows for quite simple, yet hard-typed packets. Could this implementation be a problem? What would be the best next step to keep the simplicity - do alphabetical sorting of fields?

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  • How do I prevent my platformer's character from clipping on wall tiles?

    - by Jonathan Hobbs
    Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile collisions are described pretty much exactly as described in this answer (with simple SAT for rectangles and circles), and everything works fine. Except when the player runs into a wall whilst falling/jumping. In that case, they'll catch on a tile and begin thinking they've hit a floor or ceiling that isn't actually there. The player is moving right and falling downwards. So after movement, collisions are checked - and first, it turns out the player character is colliding with the tile 3rd from the floor, and pushed upwards. Second, he's found to be colliding with the tile beside him, and pushed sideways - the end result being the player character thinks he's on the ground and isn't falling, and 'catches' on the tile for as long as he's running into it. I could solve this by defining the tiles from top to bottom instead, which makes him fall smoothly, but then the inverse case happens and he'll hit a ceiling that isn't there when jumping upwards against the wall. How should I approach resolving this, so that the player character can just fall along the wall as it should?

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  • What are the pro/cons of Unity3D as a choice to make games?

    - by jokoon
    We are doing our school project with Unity3d, since they were using Shiva the previous year (which seems horrible to me), and I wanted to know your point of view for this tool. Pros: multi platform, I even heard Google is going to implement it in Chrome everything you need is here scripting languages makes it a good choice for people who are not programming gurus Cons: multiplayer ? proprietary, you are totally dependent of unity and its limit and can't extend it it's less "making a game from scratch" C++ would have been a cool thing I really think this kind of tool is interesting, but is it worth it to use at school for a project that involves more than 3 programming persons ? What do we really learn in term of programming from using this kind of tool (I'm ok with python and js, but I hate C#) ? We could have use Ogre instead, even if we were learning direct x starting january...

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  • Event Driven Behavior Tree: deterministic traversal order with parallel

    - by Heisenbug
    I've studied several articles and listen some talks about behavior trees (mostly the resources available on AIGameDev by Alex J. Champandard). I'm particularly interested on event driven behavior trees, but I have still some doubts on how to implement them correctly using a scheduler. Just a quick recap: Standard Behavior Tree Each execution tick the tree is traversed from the root in depth-first order The execution order is implicitly expressed by the tree structure. So in the case of behaviors parented to a parallel node, even if both children are executed during the same traversing, the first leaf is always evaluated first. Event Driven BT During the first traversal the nodes (tasks) are enqueued using a scheduler which is responsible for updating only running ones every update The first traversal implicitly produce a depth-first ordered queue in the scheduler Non leaf nodes stays suspended mostly of the time. When a leaf node terminate(either with success or fail status) the parent (observer) is waked up allowing the tree traversing to continue and new tasks will be enqueued in the scheduler Without parallel nodes in the tree there will be up to 1 task running in the scheduler Without parallel nodes, the tasks in the queue(excluding dynamic priority implementation) will be always ordered in a depth-first order (is this right?) Now, from what is my understanding of a possible implementation, there are 2 requirements I think must be respected(I'm not sure though): Now, some requirements I think needs to be guaranteed by a correct implementation are: The result of the traversing should be independent from which implementation strategy is used. The traversing result must be deterministic. I'm struggling trying to guarantee both in the case of parallel nodes. Here's an example: Parallel_1 -->Sequence_1 ---->leaf_A ---->leaf_B -->leaf_C Considering a FIFO policy of the scheduler, before leaf_A node terminates the tasks in the scheduler are: P1(suspended),S1(suspended),leaf_A(running),leaf_C(running) When leaf_A terminate leaf_B will be scheduled (at the end of the queue), so the queue will become: P1(suspended),S1(suspended),leaf_C(running),leaf_B(running) In this case leaf_B will be executed after leaf_C at every update, meanwhile with a non event-driven traversing from the root node, the leaf_B will always be evaluated before leaf_A. So I have a couple of question: do I have understand correctly how event driven BT work? How can I guarantee the depth first order is respected with such an implementation? is this a common issue or am I missing something?

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  • Index Check and Correct Character Display in a Console Hangman Game for Java

    - by Jen
    I have this problem wherein, I can not display the correct characters given by the character. Here's what I meant: String words, in; String replaced_words; Scanner s = new Scanner (System.in); System.out.println("Enter a line of words basing on an event, verse, place or a name of a person."); words = s.nextLine(); System.out.println("The words you just placed are now accepted."); //using char array method, we tried to place the words into a characters array. char [] c = words.toCharArray(); // we need to replace the replaced_words = words.replace(' ', '_').replaceAll("[^\\-]", "-"); for (int i = 0; i < replaced_words.length(); i++) { System.out.print(replaced_words.charAt(i) + " "); } System.out.println("Now, please input a character, guessing the words you just placed."); in = s.nextLine(); in that code, want that the user, when types a word (or should it be character?), any of the correct character the user inputs will be displayed, and changes the hyphen to it...(more like the hangman series of games). How can I achieve this?

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  • Procedural object generation and unique identification

    - by 2080
    My question relates to procedural content generation and data management of the emerging objects in a database. I assume a networked game, with a server-client model. Unspecified objects in the game world are generated while the game is running with procedural algorithms (for example perlin noise). The players (/clients) can modify the properties of these objects, but have to notify the server of these changes. How could this communication address unique objects, so that both the server and the client know of which object they are speaking? Not only the inner properties of the objects can differ, but also visible, such as the position. When the player wants to select one of these objects the game has to find out the id - does anyone know which methods or algorithms can accomplish that?

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  • Creating an update method in a different class

    - by Sweta Dwivedi
    I have created a class called 3D model which will animate my 3D model by changing the model position according to the values based in a .txt file through a list... Since i'm using a foreach loop to read the point values when it reaches the end of the file.. XNA throws an out of bounds exception .. (which is obvious) but if i add the same code in my Game.cs update(gameTime) method.. then i dont have this problem..Any idea how to make my 3D model update work same as the update in game.cs .. Here is the code for some idea: public void patterns(GameTime gameTime) { motion_z = new List<Point3D>(); if (pattern == 1) { f = "E:/Motion_Track-output/Output1.txt"; } if (pattern == 2) { f = "E:/Motion_Track-output/cruse.txt"; } // TODO: Add your update logic here using (StreamReader r = new StreamReader(f)) { string line; //Viewport view = graphics.GraphicsDevice.Viewport; int maxWidth = view.Width; int maxHeight = view.Height; while ((line = r.ReadLine()) != null) { string[] temp = line.Split(','); int x = (int)Math.Floor(((float.Parse(temp[0]) * 0.5f) + 0.5f) * maxWidth); int y = (int)Math.Floor(((float.Parse(temp[1]) * -0.5f) + 0.5f) * maxHeight); int z = (int)Math.Floor(((float.Parse(temp[2]) / 4 * 20000))); motion_z.Add(new Point3D(x, y, z)); } modelPosition.X = (float)(motion_z[i].X); modelPosition.Y = (float)(motion_z[i].Y); modelPosition.Z = (float)(motion_z[i].Z); i++; } //Console.WriteLine("modelposX:" + modelPosition.X + "," + "motionzX:" + motion_z[i].X); }

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  • Outline Shader Effect for Orthogonal Geometry in XNA

    - by Griffin
    I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA). the shape I need to give an outline to has smooth, per-vertex coloring, as well as opacity. The outline, which has smooth, per-vertex coloring, variable width, and opacity cannot interfere with the original shape's colors. A pixel depth border detection algorithm won't work because pixel depth isn't a 3.0 semantic. expanding geometry / redrawing won't work because it interferes with the original shape's colors. I'm wondering if I can do something with the stencil/depth buffer outside of the shader functions since I have access to that through the graphics device. But I don't believe I'm able to manipulate actual values. How might I do this?

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  • Parenting Opengl with Groups in LibGDX

    - by Rudy_TM
    I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private static final ImmediateModeRenderer renderer = new ImmediateModeRenderer10(); private static Matrix4 matrix = null; private static Vector2 temp = new Vector2(); public static void setMatrix4(Matrix4 mat) { matrix = mat; } @Override public void draw(SpriteBatch batch, float arg1) { // TODO Auto-generated method stub renderer.begin(matrix, GL10.GL_TRIANGLES); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y1, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x1, y0, 0f); renderer.color(color.r, color.g, color.b, color.a); renderer.vertex(x0, y0, 0f); renderer.end(); } } In my screen class I have this, i call it in the constructor MyGroupClass spriteLab = new MyGroupClass(spriteSheetLab); OpenGLSquare square = new OpenGLSquare(); square.setX0(100); square.setY0(200); square.setX1(400); square.setY1(280); square.color.set(Color.BLUE); square.setSize(); //spriteLab.addActorAt(0, clock); spriteLab.addActor(square); stage.addActor(spriteLab); And the render in the screen I have @Override public void render(float arg0) { this.gl.glClear(GL10.GL_COLOR_BUFFER_BIT |GL10.GL_DEPTH_BUFFER_BIT); stage.draw(); stage.act(Gdx.graphics.getDeltaTime()); } The problem its that when i use opengl with parent, it resets all the other chldren to position 0,0 and the opengl renderer paints the square in the exact position of the screen and not relative to the parent. I tried using batch.enableBlending() and batch.disableBlending() that fixes the position problem of the other children, but not the relative position of the opengl drawing and it also puts alpha to the glDrawing. What am i doing wrong?:/

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  • Maya Animated Character export for XNA 4.0 problem

    - by FahidK
    To begin with, I'm trying to export an animated character in .fbx format from Maya 2013 to XNA 4.0 In Maya, The Model has a basic rig and the animations are in clips made in the Trax editor. so the issue i'm having is after selecting the model and the root joint and then hitting export in .fbx format, for some reason when i open the exported .fbx file the joint system is detached from the model with no animation. Btw, i have the animations in clips so that they can be called in code, for example "run","walk","attack". So, what can i do to solve this problem? Thank you.

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  • Isometric smooth fog

    - by marcg11
    I'm working on a simple 2d game with direct3d 9. It's a isometric game with diamond tiles and a staggered map. This is what I have: As you se I have some king of fog which is acomplished by having a fog matrix which is true (clear terrain) or false (obscure terran). But the result is very chunky. The fog moves as the player moves by tiles but not by pixels. Basically I check for every tile if there is fog, if so I just change the color of that tile: if(scene->fog[i+mapx][j+mapy] == FOG_NONE) { tile_color = 0x666666FF; } I also would like the fog to be smoother, for that I followed this "tutorial" but I haven't managed to work it it out. http://www.appsizematters.com/2010/07/how-to-implement-a-fog-of-war-part-2-smooth/

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  • Blending transition in cocos2d

    - by fiddler
    In my cocos2d-iphone game, I have 2 backgrounds (CCnodes), each containing a quite complex hierarchy of sprites. I would like to make a smooth transition between them: initially, only the first background is visible at the end, only the second one is visible Is there a good way to set the opacity of a full hierarchy of sprites ? I tried to recursively set the opacity of all the contained sprites. It kinda works except that: i guess it's not very efficient i would like the opacity of overlapping sprites to be 'merged' (as if the background was one single big sprite)

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  • Implementing invisible bones

    - by DeadMG
    I suddenly have the feeling that I have absolutely no idea how to implement invisible objects/bones. Right now, I use hardware instancing to store the world matrix of every bone in a vertex buffer, and then send them all to the pipeline. But when dealing with frustrum culling, or having them set to invisible by my simulation for other reasons, means that some of them will be randomly invisible. Does this mean I effectively need to re-fill the buffer from scratch every frame with only the visible unit's matrices? This seems to me like it would involve a lot of wasted bandwidth.

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  • Which purpose do armor points serve?

    - by Bane
    I have seen a mechanic which I call "armor points" in many games: Quake, Counter Strike, etc. Generally, while the player has these armor points, he takes less damage. However, they act in a similar fashion that health points do: you lose them by taking said damage. Why would you design such a feature? Is this just health 2.0, or am I missing something? To me, armor only makes sense in, for example, RPG games, where it is a constant that determines your resistance. But I don't see why would it need to be reduceable during combat.

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